﻿Shader "Custom/Common/LX_CommandBufferTex"
{
	Properties
	{
	}
	SubShader
	{
		Tags
		{
			"RenderType" = "Opaque"
		}
		LOD 100

		Pass
		{
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag

			#include "UnityCG.cginc"

			struct appdata
			{
				float4 vertex : POSITION;
				float2 uv : TEXCOORD0;
			};

			struct v2f
			{
				float2 uv : TEXCOORD0;
				float4 pos : SV_POSITION;
			};

			sampler2D _ScreenColorTexture;

			v2f vert(appdata v)
			{
				v2f o;
				o.pos = UnityObjectToClipPos(v.vertex);
				o.uv = v.uv;
				return o;
			}

			fixed4 frag(v2f i) : SV_Target
			{
				fixed4 col = tex2D(_ScreenColorTexture, i.uv);
				return col;
			}
			ENDCG
		}
	}
}